]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/rifle.qc
Merge branch 'sev/hud_ctf_update' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / rifle.qc
index 7381172aacf48bdfd0bf19e95638bf08280ab0ac..c46b8f2b2cc8cd859add380552083e8839a7c879 100644 (file)
@@ -57,26 +57,29 @@ spawnfunc(weapon_campingrifle) { spawnfunc_weapon_rifle(this); }
 spawnfunc(weapon_sniperrifle) { spawnfunc_weapon_rifle(this); }
 
 void W_Rifle_FireBullet(Weapon thiswep, float pSpread, float pDamage, float pForce, float pSolidPenetration, float pAmmo, int deathtype, float pTracer, float pShots, Sound pSound, entity actor)
-{entity this = actor;
+{
        float i;
 
-       W_DecreaseAmmo(thiswep, self, pAmmo);
+       W_DecreaseAmmo(thiswep, actor, pAmmo);
 
-       W_SetupShot(self, true, 2, pSound, CH_WEAPON_A, pDamage * pShots);
+       W_SetupShot(actor, true, 2, pSound, CH_WEAPON_A, pDamage * pShots);
 
        Send_Effect(EFFECT_RIFLE_MUZZLEFLASH, w_shotorg, w_shotdir * 2000, 1);
 
-       if(PHYS_INPUT_BUTTON_ZOOM(self) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(self)) // if zoomed, shoot from the eye
+       if(PHYS_INPUT_BUTTON_ZOOM(actor) | PHYS_INPUT_BUTTON_ZOOMSCRIPT(actor)) // if zoomed, shoot from the eye
        {
                w_shotdir = v_forward;
-               w_shotorg = self.origin + self.view_ofs + ((w_shotorg - self.origin - self.view_ofs) * v_forward) * v_forward;
+               w_shotorg = actor.origin + actor.view_ofs + ((w_shotorg - actor.origin - actor.view_ofs) * v_forward) * v_forward;
        }
 
        for(i = 0; i < pShots; ++i)
-               fireBullet(self, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
+               fireBullet(actor, w_shotorg, w_shotdir, pSpread, pSolidPenetration, pDamage, pForce, deathtype, (pTracer ? EF_RED : EF_BLUE));
 
        if(autocvar_g_casings >= 2)
-               SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, self);
+    {
+        makevectors(actor.v_angle); // for some reason, this is lost
+               SpawnCasing(((random() * 50 + 50) * v_right) - (v_forward * (random() * 25 + 25)) - ((random() * 5 - 70) * v_up), 2, vectoangles(v_forward),'0 250 0', 100, 3, actor);
+    }
 }
 
 void W_Rifle_Attack(entity actor)
@@ -117,22 +120,22 @@ void W_Rifle_BulletHail_Continue(Weapon thiswep, entity actor, .entity weaponent
 }
 
 void W_Rifle_BulletHail(entity actor, .entity weaponentity, float mode, void(entity actor) AttackFunc, WFRAME fr, float animtime, float refire)
-{entity this = actor;
+{
        // if we get here, we have at least one bullet to fire
        AttackFunc(actor);
        if(mode)
        {
                // continue hail
-               self.rifle_bullethail_attackfunc = AttackFunc;
-               self.rifle_bullethail_frame = fr;
-               self.rifle_bullethail_animtime = animtime;
-               self.rifle_bullethail_refire = refire;
-               weapon_thinkf(self, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue);
+               actor.rifle_bullethail_attackfunc = AttackFunc;
+               actor.rifle_bullethail_frame = fr;
+               actor.rifle_bullethail_animtime = animtime;
+               actor.rifle_bullethail_refire = refire;
+               weapon_thinkf(actor, weaponentity, fr, animtime, W_Rifle_BulletHail_Continue);
        }
        else
        {
                // just one shot
-               weapon_thinkf(self, weaponentity, fr, animtime, w_ready);
+               weapon_thinkf(actor, weaponentity, fr, animtime, w_ready);
        }
 }
 
@@ -140,25 +143,24 @@ void W_Rifle_BulletHail(entity actor, .entity weaponentity, float mode, void(ent
 
 METHOD(Rifle, wr_aim, void(entity thiswep, entity actor))
 {
-    entity this = actor;
-    PHYS_INPUT_BUTTON_ATCK(self) = false;
-    PHYS_INPUT_BUTTON_ATCK2(self) = false;
-    if(vdist(self.origin - self.enemy.origin, >, 1000))
-        self.bot_secondary_riflemooth = 0;
-    if(self.bot_secondary_riflemooth == 0)
+    PHYS_INPUT_BUTTON_ATCK(actor) = false;
+    PHYS_INPUT_BUTTON_ATCK2(actor) = false;
+    if(vdist(actor.origin - actor.enemy.origin, >, 1000))
+        actor.bot_secondary_riflemooth = 0;
+    if(actor.bot_secondary_riflemooth == 0)
     {
-        if(bot_aim(self, 1000000, 0, 0.001, false))
+        if(bot_aim(actor, 1000000, 0, 0.001, false))
         {
-            PHYS_INPUT_BUTTON_ATCK(self) = true;
-            if(random() < 0.01) self.bot_secondary_riflemooth = 1;
+            PHYS_INPUT_BUTTON_ATCK(actor) = true;
+            if(random() < 0.01) actor.bot_secondary_riflemooth = 1;
         }
     }
     else
     {
-        if(bot_aim(self, 1000000, 0, 0.001, false))
+        if(bot_aim(actor, 1000000, 0, 0.001, false))
         {
-            PHYS_INPUT_BUTTON_ATCK2(self) = true;
-            if(random() < 0.03) self.bot_secondary_riflemooth = 0;
+            PHYS_INPUT_BUTTON_ATCK2(actor) = true;
+            if(random() < 0.03) actor.bot_secondary_riflemooth = 0;
         }
     }
 }
@@ -211,8 +213,7 @@ METHOD(Rifle, wr_checkammo2, bool(entity thiswep, entity actor))
 }
 METHOD(Rifle, wr_resetplayer, void(entity thiswep, entity actor))
 {
-    entity this = actor;
-    self.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
+    actor.rifle_accumulator = time - WEP_CVAR(rifle, bursttime);
 }
 METHOD(Rifle, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {
@@ -245,13 +246,12 @@ METHOD(Rifle, wr_killmessage, Notification(entity thiswep))
 
 METHOD(Rifle, wr_impacteffect, void(entity thiswep, entity actor))
 {
-    entity this = actor;
     vector org2;
     org2 = w_org + w_backoff * 2;
     pointparticles(EFFECT_RIFLE_IMPACT, org2, w_backoff * 1000, 1);
     if(!w_issilent)
     {
-        sound(self, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
+        sound(actor, CH_SHOTS, SND_RIC_RANDOM(), VOL_BASE, ATTN_NORM);
     }
 }
 METHOD(Rifle, wr_init, void(entity thiswep))